attribute vec3 position;
uniform mat3 u_rotateMatrix;
varying vec3 v_texCoord;

void main() {
  vec3 p = czm_viewRotation * u_rotateMatrix * (czm_temeToPseudoFixed * (czm_entireFrustum.y * position));
  gl_Position = czm_projection * vec4(p, 1.0);
  v_texCoord = position.xyz;
}
